Just wondering.... does this make sence in any way? Wouldnt be very realistic to strangulate someone more than 20 yards away XD
A 50 yard 5-second silence. That's f**king brutal, to say the least. Strangulate is what allows me to start my decimation of casters as a DK in pvp. This just makes it that much better.
Probably an essential in Arena because this will help immensely for dealing with any healer. I'd compare Strangulate's importance for a DK to that of Nature's Swiftness for a Resto Druid. The timing is just that essential, but Strangulate's limited 30 yd range can be pretty disadvantageous whereas nearly any type of defensive spell or heal has a 40yd range. This is where this handy glyph comes in. You can be meleeing a Warrior in the middle of Nagrand Arena and, as soon as his Paladin buddy pops out of the pillar to heal, you simply switch to the Paladin and Strangulate him. Focus frames can help immensely with this as you can be two (or even one, if macro'd) keyboard buttons away from silencing the would-be healer. That, or if the healer IS within 30yd range, just simply use Death Grip to cancel the heal, perhaps use Hungering Cold if you're frost specced, and use Strangulate/Mind Freeze at the end for an ultimate lockdown.
I know I will be getting this glyph once the price lowers down a bit and I am 80 for arenas.
An interesting glyph, but I doubt it'll be picked very often over:
1) anti magic shell
2) death strike
3) Icy touch
You can also use it to prevent a warrior charging you. (by getting him in combat)
Surprised I'm the first to comment on this glyph.
I believe it is a must have for any spec for PvP, and I even use it in my DPS spec simply because there's nothing special for Frost other than Hungering Cold.
These extra two seconds added to the nice five seconds that Strangulate already provides for makes this a glyph that easily prevent your death when timed right. I sometimes use this before or after an
to help mitigate the damage if I'm being attacked by a heavy-hitting caster. I find it fun to silence someone for SEVEN seconds.
So yes. No matter what spec you are, this is a great glyph. It's your choice to your own glyphs and talents of course, but fighting casters happens all the time.
affect the stun of
As of Legion's
, major glyphs were effectively removed.
Below is a table detailing what glyphs were removed for this class, their old item pages, and what their most recent effect was prior to their deletion.
The 'star' (*) next to a glyph's URL denotes which webpage you're currently on.
Glyph of Absorb Magic
Increases the total damage absorbed by Anti-Magic Shell by 100%, but Anti-Magic Shell no longer generates Runic Power.
Glyph of Anti-Magic Shell
Causes your Anti-Magic Shell to absorb all incoming magical damage, up to the absorption limit.
Glyph of Blood Boil
Increases the radius of your Blood Boil by 5 yards.
Glyph of Chains of Ice
Your Chains of Ice also causes 144 to 156 Frost damage, with additional damage depending on your attack power.
Glyph of Dancing Rune Weapon
Increases your threat generation by 100% while your Dancing Rune Weapon is active, but reduces its damage dealt by 25%.
Glyph of Dark Simulacrum
Reduces the cooldown of Dark Simulacrum by 30 sec and increases its duration by 4 sec.
Glyph of Death Coil
Your Death Coil spell is now usable on all allies. When cast on a non-undead ally, Death Coil shrouds them with a protective barrier that absorbs damage.
Glyph of Death Gate
Reduces the cast time of your Death Gate spell by 60%.
Glyph of Empowerment
Your Empower Rune Weapon also heals you for 30% of your maximum health.
Glyph of Enduring Infection
Your diseases are undispellable, but their damage dealt is reduced by 15%.
Glyph of Ice Reaper
The Runes you spend on Chains of Ice will become Death Runes when they activate. Death Runes count as any type of rune.
Glyph of Icebound Fortitude
Reduces the cooldown of your Icebound Fortitude by 50%, but also reduces its duration by 75%.
Glyph of Icy Touch
Your Icy Touch dispels one helpful Magic effect from the target.
Glyph of Mind Freeze
Reduces the cooldown of your Mind Freeze ability by 1 sec, but also raises its cost by 10 Runic Power.
Glyph of Outbreak
Your Outbreak spell no longer has a cooldown, but now costs 30 Runic Power.
Glyph of Pillar of Frost
Empowers your Pillar of Frost, making you immune to all effects that cause loss of control of your character, but also reduces your movement speed by 70% while the ability is active.
Glyph of Raise Ally
Your Raise Ally ability no longer costs any Runic Power.
Glyph of Regenerative Magic
If Anti-Magic Shell expires after its full duration, the cooldown is reduced by up to 50%, based on the amount of damage absorption remaining.
Glyph of Rune Tap
Reduces the cooldown of Rune Tap by 10 sec but Rune Tap reduces damage taken by 20% less.
Glyph of Runic Power
Whenever you are struck by a movement-impairing effect, you will generate 2 Runic Power every 1 sec for 5 sec.
Glyph of Strangulate
Increases the Silence duration of your Strangulate ability by 2 sec when used on a target who is casting a spell.
Glyph of Swift Death
The haste effect granted by Soul Reaper now also increases your movement speed by 30% for the duration.
Glyph of Vampiric Blood
Increases the bonus healing received while your Vampiric Blood is active by an additional 10%, but your Vampiric Blood no longer grants you health.
If I have missed one or made a mistake, feel free to PM me!
[Screenshots containing UI elements are generally declined on sight, the same goes for screenshots from the modelviewer or character selection screen.]
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